VERSION: 0.4.33 - 06/09/17
====================
- [Misc] - You now start the game with 5.0 reputation. This helps the early game as you can start a Protection Racket right off the bat.
- [Feature] - Added a Protection Racketeering tutorial mission
- [Misc] - Early tier bandit killing missions have had their rewards buffed (Cash Reward +50%, Reputation Reward +50% for the Kill 4 missions)
- [Bugfix] - Fixed low tier Bandit Killing missions spawning in large buildings such as the Hospital
- [Feature] - Added /assignmission server command
Example: /assignmission 11003 to spawn the mission "Bandit Tank Wars"
Hotfix - Patch Notes Version 0.4.31
Last nights update accidentally doubled the rate of CDF spawning regardless of the setting in the file.
VERSION: 0.4.31 - 04/09/17
====================
- [Misc] - In Easy and Medium mode you are immune to Vehicular Assault against civilian vehicles.
- [Bugfix] - Fixed a bug where the spawn rate for CDF was increased by 20% (so each random vehicle had at least 20% chance to be cdf). Rate now set to 8%.
- [Bugfix] - Fixed a bug where mob weapon (in)accuracy was not being applied on the vertical axis
Further changes:
- [Misc] - Easy mode has 0.8x Cop Spawn Rate, Medium has 0.9x Cop Spawn Rate
- [Misc] - If you are trying to attack a base you are not legally allowed to capture a banner will appear.
- [Misc] - You now have limited crime immunity at some mission objectives (Hold Up missions and Counterinsurgency missions)
- [Misc] - Bandits will get very slowly lose their base inaccuracy over time in med/hard. They get more accurate at a rate of 0.005%/sec on Medium and 0.01%/sec on Hard.
- [Misc] - AI weapon inaccuracy time tweaked to ( (15+$DIFFICULTY) * (0.25 + $DIFFICULTY *0.8)/(1+$TIME_ENGAGED)^2 ) degrees. This is capped at 25 degrees
<*> Easy mode an AI will start firing at +/-25 degrees from its target, at 0.5 seconds it will be 20 degress off, at 1.0 seconds it will be 11 degress off and at 1.5 seconds it will be 7 degrees off.
<*> Medium mode an AI will start firing at +/-20 degrees from its target, at 0.5 seconds it will be 9 degress off, at 1.0 seconds it will be 5 degress off and at 1.5 seconds it will be 3 degrees off.
<*> Hard mode an AI will start firing at +/-15 degrees from its target, at 0.5 seconds it will be 1.6 degress off, at 1.0 seconds it will be 0.9 degress off and at 1.5 seconds it will be 0.6 degrees off.
<*> This doesn't include the 2.0 base inaccuracy the AI has, so add 2 degrees to all the numbers above.
<*> The TIME_ENGAGED variable is reset whenever the AI does not have a valid target. If an AI kills a target and immediately targets another one then it is not reset
EDIT: Did a bit more balancing and rebuilt
Dev Diary 11: Player Bases and Base Building
Bases in Voxel Turf are very important. They let you heal, respawn, garrison defenders and more importantly project power throughout the city. Today's Dev Diary is all about bases and base building mechanics!
Based on more feedback I've cranked up the spawn rates of AI vehicles and civilians so streets feel more "full".
VERSION: 0.4.30 - 03/09/17
====================
- [Feature] - Added Difficulty settings. Easy Mode now gives you 1.4x damage dealt and 0.6x damage received, medium gives 1.2x damage dealt and 0.8x damage received, Hard gives no bonuses. Medium is now the default difficulty. You choose the difficulty whenever you start a game or load a game.
- [Misc] - Spawn rates of civilian vehicles increased (from 15 to 24), spawn rates of civilians increased (from 7 to 24). CDF spawn rates reduced. This is so streets feel less "empty"
Dev Diary 10: Missions and Co-Op
Okay, we've established that you can build houses, businesses and other cool things to create a populated city. But now what do you do in the city?
The mission system in Voxel Turf is there to give you things to do and a sense of direction without sacrificing the freedom to do whatever you want. If you are done building a house or shooting up bandits, or you are just after some more cash you can give a mission a go!
Hi everyone! Here are the patch notes for version 0.4.29. I've been adding stuff due to feedback from last week's Reddit thread
VERSION: 0.4.29 - 29/08/17
====================
- [Feature] - Co-Op: Every 2nd player that joins gives your party a extra "life" for the mission. So 2 players = 2 lives, 4 players = 3 lives, etc. You only fail the mission now if you run out of lives
- [Feature] - Added yellow hit rings for when your vehicle gets shot at
- [Feature] - Vehicles make a sound effect when hit with a bullet
- [Feature] - Vehicles give off particles when hit by a bullet
- [Feature] - Added "Missiles from the Aether" Perk. Gives you FREE rockets every 30 seconds (up to 16) if you have a launcher equipped
- [Feature] - Added "Blood and Money" Perk. Killed bandits have +1 money drops and when you kill a bandit, you and any nearby allies recover 5% of their HP.
- [Feature] - Added a "Small Town Mayor" perk. This gives you a scaling discount to construction and zoning costs if world population (Ind + Res + Com + Off) is small. Max -35% discount at 0 population, 0% discount at 1,000 population. This also gives a max 25% extra income for 0 population cities, which scales to 0% extra at 1,000 population.
- [Feature] - Added 2 new Griever missions related to getting revenge for her son Jimmy's killer. The achievement now requires these 2 missions
- [Feature] - Added 2 new Cop missions where you have to defeat the Anarchist and his goons. Unlocks when you complete the Helicopter and Tank theft missions + any tier 2 Anarchist mission.
- [Feature] - Addded a repeatable mission where you have to eradicate tanks in the city. Unlocks when you complete the two Cop missions OR "Bandits in the Town Hall" OR "Hostile Takeover"
- [Feature] - Added an animation to the health bar for when you are healing. This also applies to vehicles
- [Misc] - Healing items are now percentage based and heal over a few seconds
- [Misc] - Reneabled vehicle ramming damage against mobs (people). You can now run over people with your car again!
- [Misc] - Walk speed increased to 4.3m/s (up from 3.5). Sprint speed remains unchanged (6.0m/s). This also increases crouch-move speed
- [Misc] - CDF now open fire at 2 stars
- [Misc] - Added a message to the mission selection screen telling you to press the buttons
- [Bugfix] - Fixed double-vehicle entry/exit issue by imposing a minimum 500ms stay time when in a vehicle
- [Bugfix] - Fixed muzzle flash on exiting vehicle
- [Bugfix] - Murdering a bandit is no longer a "crime"
- [Bugfix] - Fixed killing foot CDF not being reported as a crime
- [Bugfix] - Fixed a UV mapping issue with player/NPC legs
- [Bugfix] - Fixed lot populations going out of sync if a lot loses its attached base
- [Bugfix] - Fixed CDF in Banks/Jewellery Shops/Gun Shops not being aggro'ed in an armed robbery
- [Bugfix] - Fixed server CTD to do with circuits.
Infinite Rockets Video + Dev Diary 9: Meet the Bandits
Fun with Infinite Rockets
https://www.youtube.com/watch?v=q5qsUZu-Vi4
How to set up a game with infinite rockets!
Dev Diary 9 - Meet The Bandits
Bandits hide out in bases scattered around the map. Sometimes these are dilapidated buildings, but other times these are makeshift fortifications or even abandoned bunkers. Inside they have stockpile interesting loot...
Dev Diary 8: Reputation and Protection Rackets – Wide vs Tall
I've mentioned Protection Rackets in the last article – but how does this work? And reputation was mentioned in the last video, but what is that and how does it work?
Full article:
http://www.indiedb.com/games/voxel-turf/news/dev-diary-8-protection-rackets-and-reputation-wide-vs-tall-play
Dev Diary 7: Urban Grand Strategy - Turf Wars and Diplomacy
Your city is divided up by various factions. These factions have bases around the city, and nearby buildings will be protection racketeered, giving them a source of income. One way to grow your wealth and influence in the city is to conquer these factions through warfare and diplomacy.
After the collapse of effective government in the Voxel Turf world, various groups are vying for power. There are the bandits hiding in their hovels, there are other factions establishing bases and claiming territory, and then there are the CDF. The CDF have the most air of legitimacy. They have uniforms, fancy stars and fancy cars. The problem? They are utterly incompetent at fighting crime. They don't fight the bandits – infact they just run away if fired upon!
They will however mob the player over minor provocations. But don't worry - if you follow the following advice they won't be problem!